Project Raft is and Indie Shipwreck Survival game wrapped around the interesting genre of point and click! Go though countless days of pain and agony to eventually find salvation... if you get that far.

Well you shouldn't have released it without perfecting it. If you don't have a nagging doubt in the back of your head that you did something wrong then you need re-examine your code and ask yourself if you would play this in it's current state. Of course you will answer yes, but then think about it if you weren't the developer. Code that isn't polished shouldn't be released, never mind sold. It isn't about the money and fame, its about being a good coder and sharing your accomplishments with others. I agree with Troubleshoots.

As a prototype this is o.k, but I am surprised you are selling it in its current state. I think this would have been better as an online HTML5 or Flash game, does not really need to run on desktop as there seems to me no animation.

I guess you guys are right, i sold about 20 units, im very proud of that actually , Well i am working on a new project and in that one i will take your guys' advice in to account. Also opiop65, your youtube series sounds cool imma check it out!

Haha srry as u can tell and c... I'm a senior newbie so i dont rlly know how this forum goes on. I really like it though. Also it seems the playlist is private could u make it oublic so i could get a little tutorial value out of it

There, fixed. As I said earlier, it wasn't the best so don't re-use (except for the general concepts) of what you learn from the series. Using the fixed function pipeline was a stupid lazy idea of mine to make the series more "newb" friendly, and the performance definitely took a toll.

Haha srry as u can tell and c... I'm a senior newbie so i dont rlly know how this forum goes on. I really like it though. Also it seems the playlist is private could u make it oublic so i could get a little tutorial value out of it

As a first attempt its pretty good, you got a story in there and people must be enjoying it, can seem a bit harsh at times this whole dev scene. People are quick to be negative, so although I think you have lots of room to improve at least you have completed your first project!

If you are sticking to this type of game then I would do some research for similar games, maybe find a point and click framework that will help the process along.

Also forgot to mention this is my first and only java game to this date. They are bound to get better. However I have been programming java for 3-4 years

No offence but selling your very first game seems a bit of a long shot, even if it is only 2$, but programming for 3-4 years...you could have probably taken more time on this rather than trying to milk the cash cow.

It has long term effects, check out the developer of The War Z, Sergey Titov...one of his first games was Big Rigs (google it) and it had no collisions, 3 levels which 1 crashed and the other 2 were the same and just coded badly in general. That pretty much sticks with him until this day, soon as people found out it was him behind the creation of such a game, the forums flooded.

"This code works flawlessly first time and exactly how I wanted it"Said no programmer ever

Oh wow I didn't know it was that serious. Yes, I have programmed Java for 3 years it was mainly non-gui stuff. Just recently did I learn Java game design so I probably should've held this game a little longer, but I was getting very anxious and really wanted to get some feedback (Besides the usual negative feedback that the jocks at school give me ). This isn't my first game in general though. Before Java game development I used Gamemaker 8.1 and Studio. This is my first commercial game though. Anyways before I right you guys any longer of a book. Thanks for the feedback ttyl.

It sadens me that you want to make people pay to buy this when others who have created better works give theirs out for free.

So he wants to make a few bucks from his hard work, so what?

I agree. . . if his product isn't good, it just won't sell. If he sells a few copies, more power to him. Personally though, I think if he's going to go small-time he should just take the in-game advertising route though. He might actually make more money in the long run, because people are more willing to try a free low-budget game than pay for one. Because paying = risk.

Learning how to sell something is very important, regardless of the product. Even if he doesn't sell a single copy, it'll be a valuable experience for the next attempt. How many people here have the balls to sell their work? Giving everything away for free is 'nice', but if you're an aspiring indie, it'll have to pay the bills one day.

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